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Merged
merged 11 commits into from
Nov 9, 2021
Merged

Universal/staging #6149

merged 11 commits into from
Nov 9, 2021

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phi-lira
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@phi-lira phi-lira commented Oct 26, 2021

@phi-lira phi-lira requested review from a team as code owners October 26, 2021 16:54
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

URP
/jobDefinition/.yamato%252Fall-urp.yml%2523PR_URP_trunk
With changes to URP packages, you should also run
/jobDefinition/.yamato%2Fall-lightmapping.yml%23PR_Lightmapping_trunk

Shader Graph
/jobDefinition/.yamato%252Fall-shadergraph.yml%2523PR_ShaderGraph_trunk
Depending on your PR, you may also want
/jobDefinition/.yamato%252Fall-shadergraph_builtin_foundation.yml%2523PR_ShaderGraph_BuiltIn_Foundation_trunk
/jobDefinition/.yamato%252Fall-shadergraph_builtin_lighting.yml%2523PR_ShaderGraph_BuiltIn_Lighting_trunk

Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

@ernestasKupciunas ernestasKupciunas self-requested a review October 28, 2021 10:39
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Overall looks good!
Found 1 bug : https://fogbugz.unity3d.com/f/cases/1376269/ (not related to staging branch).
And 3 PRs needed some improvements like better description, root cause analysis(contacted the developers and asked to make those changes).

eh-unity and others added 11 commits November 9, 2021 09:45
…e. (#5762)

* Blend Test, Unlit, Simple Lit blending.

* Move alpha modulate to match "premultiplied" manual authoring.

* Reduce keywords.

* Lit blending fixes + clean up.

* Shadergraph blending & preserve spec fixes.

* Update test scene.

* Graph allow override test and fix.

* Fix tests, update change log.

* Add blend test platform ref images.

* Change multiply blend mode alpha to keep dst instead of multiply.

* Change the Alpha blend property from ...BlendA to ...BlendAlpha to be more clear.
* Update ref images.

* Update change log.

* Update Images.

* Fix Lit graph Preserve Spec GUI.

* Update d3d ref images.

* Hide "Preserve Spec" button when not available.

* Shadergraph: Make sure alpha keywords are only set on transparent surfaces.

* Use HDR for test output image.

* Reset ref images to match expectations for new test result settings.

* Move AlphaModulate into it's own function.

* Update ref pics.

* Refactor AlphaModulate for PBRForwardPass.

* Add material upgrader for blend modes.

* Allow material upgrades for (overridable) shadergraph materials.

* Fix blend specular graph UI.

* Add upgrade path for UniversalLit graph target settings.

* Add updated materials.

* Fix Preserve Spec for ParticleLit.

* Fix double multiplying of alpha for Particle shaders.
* Separate AlphaModulate and AlphaPremultiply in Particle Lit code.
* Move separated AlphaModulate and AlphaPremultiply into URP core.
* Remove ApplyAlphaModulate as it's now not needed.

* Fix more manually updated materials.

* Review improvements.

* Improve upgrader comment.

* Switch the blending test to use the backbuffer.

* Update ref images to match backbuffer rendering.

* Disable XR compatibility due to minor test artifact causing either XR or Non-XR to always fail.

* ref pic.

* Bump wait frames so that indirect light gets baked on all platforms.

* Revert "Disable XR compatibility due to minor test artifact causing either XR or Non-XR to always fail."

This reverts commit ea05278.

* Clamp source textures, solid color background.

* Unlit and BakedLit does not have specular. Remove _ALPHAPREMULTIPLY.

* Add unlit shader path for material postprocessor.

* Upgrade Unlit shadergraph blendmode.

* Upgrade only active subtarget to avoid inactive subtarget override.

* Update Unlit premultiplied .shadergraph.

* Adjust blending test threshold and images.

* Disable XR, adjust ref image to 1920x1080.

* Update 050_Shader_Graphs lighting settings and materials.

* Update 050_Shader_Graphs images.

* Remove ref images from wrong folder.

* Update 066_Blending ref images.

* Update linux vulkan.

* Add changelog for material upgrade.

* Disable 050_ShaderGraphs for Android and iOS.

Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* switching _CameraDepthTexture to R32Float and accommodating some stuff for that

* some changes to the Foundation Project for Repro project (to be reverted later on)

* Revert "some changes to the Foundation Project for Repro project (to be reverted later on)"

This reverts commit 80af9be.

* disable fbfetch on DbufferDeferred decals

* adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass code

* Fixed decals to work with native render pass [case 1353141]

* Adding changelog entry

* Leftover

* making depthOnly pass compatible to render color texture and changing shaders to accommodate that

* Fixing decal+native renderpass+decal+deferred scenario

* fix after updating trunk

* merge fix - change descriptor for DepthOnly configureTarget to the correct one

* enabling depthbuffer for depth copy and adding additional override for ConfigureTarget

* formatting fixes

* terrain shader passes depthonly pass fix to output clippos

* adding depth copy for renderpass as well and changing how fake depth is handled

* some cleanup and refactoring and enabling Renderpass for SS forward decals

* Fixing decals rendering to be correct with render scale. [1353885]

* Cleanup

* Cleanup

* Cleanup

* adding _OUTPUT_DEPTH keyword to CopyDepthPass to select correct output buffer in shader

* adding depth output for VFXGraph depth only passes

* changing the semantic for outDepthColor in VFXPasses.template

* Changing to correct normal sampling for decal shadergraph

* Changing image to correct texture type

* fixing DBuffer Decals CopyDepth pass not copying the depth and failing rendering

* adding fb fetch to Gbuffer decals and some other depth related fixes for decals

* fixing shader compilation error and renaming define for fb fetch idx

* Adding normal alpha multiplication with albedo alpha multiplication

* fix for RTIs non render pass platforms

* another DeferredLights null check

* null exception fix

* adding some editor-specific code to avoid a bug with editor setting incorrect depth buffer while on game view

Co-authored-by: Jonas Sideravicius <jonass@unity3d.com>
Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* fix for freeze in renderpipeline converter

* updated changelog

* Update CHANGELOG.md

Fixed changelog merge issue

Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* Remove ifdef that disabled debug shader functionality due to HLSLcc bug.

- This was fixed in https://ono.unity3d.com/unity/unity/pull-request/132203/_/graphics/shadersystem/minor_fixes_0003

* Changelog

Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* fix case 1360233, correct rt setup for filter view

* add changelog

Co-authored-by: Felipe Lira <felipedrl@gmail.com>
…at URP creation and not every frame (case 1368853 fix) (#6094)
* Add adaptive performance decals scaler options.

* Move logic to DecalRenderFeature to remove dependency of Rendering Asset.

* Fixed old define.

* Added some safeguards for edtitor.

* fix fomrating

* Upgrade to properties.

* Add missing #if
* Add 240 Depth Priming Gfx Test

* Expand depth priming test to include camera stacking.

* Swapbuffer: avoid 0 size, always pass commandbuffer to access RT

* Fixes Depth Priming Test and cleanup of Tag Manager

* Revert cmd buffer use during setup

* Fix merge

* Fix 240_DepthPriming overlay camera and disable canvas

* Update 240_DepthPriming reference images

* Move 240_Depth priming test to PostPro instead of Foundation project.

* Add 240 Depth priming to project build settings

* Add lighting data for 240 Depth Priming

* 240_DepthPriming reference images added.

* Disable XR for 240_DepthPriming since it does not work well with overlay cameras

* Fixed mobile 240_DepthPriming ref images.

* Revert unwanted shadergraph ref image changes. (caused by master merge ?)

* Remove missing 240_DepthPriming scene from Foundation build settings.

Co-authored-by: Robin De Moor <robin.demoor@unity3d.com>
* changed default CopyDepthMode to AfterTransparents

* Changed URP_Foundation tests renderers' copy depth mode to AfterTransparents

* changed the copy depth mode to AfterOpaques to fix the motion vectors test

* changed the Copy Depth Mode of all the renderers of the URP_Lighting test project to AfterTransparent

* changed the Copy Depth Mode of all the renderers of the URP_PostPro test project to AfterTransparent

* changed the Copy Depth Mode of all the renderers of the URP_Terrain test project to AfterTransparent

* updated the Linux player Vulkan reference image for test 206
* Fix reflections-with-smoothness debug mode.

* Changelog
This reverts commit de7011e.

# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md
@phi-lira phi-lira merged commit 27076af into master Nov 9, 2021
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10 participants